Description:The session will discuss our experience releasing a VR title that has been previously released as free product. Questions which will be discussed are: What is the best price point for releasing a VR game which also allows NON-VR players to play the game? What is the best sale strategy on Steam? What to do if your game's price point is to high? How to deal with unhappy customer reviews on Steam? What to expect on revenue when you sell your VR game on Steam? What to look for when your game deals with thirdparty software (legally, costs)?